Data Battle Tower (For all your Match-Seeking Needs!)

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Dropping a match with Solstice that never got posted in favour of this challenge:

2v2 doubles
Completely unevolved, non-single-stage mons only
0 recoveries/5 chills
2 day DQ
Arena: Protegas' Sanctuary
A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type. Over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.

At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
  • At least four enemy single-target moves
  • Three enemy single-target moves and at least two enemy multi-target moves
  • Two enemy single-target moves and four enemy multi-target moves
  • Six enemy moves, whether they are single-target, multi-target or a combination of the two
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.

Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A last pokemon standing will always receive Protegas' barrier at the start of a round except in a 1v1 matchup.
 
I cancel my acceptance of TDMO and Mewtwo's battles.

4x4 NFE singles
(no evolving mid or before battle)
3 days dq
4 chills/recoveries
Arena: Abandoned Opera Theater
Field Type: Dark/Ghost
Complexity: Moderate
Format: All
Restrictions:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Description: In an old abandoned theater inhabbited by many ghost and dark type pokemon. There are large marble pilars along all four walls, a grand stair case that features a large faded painting of a man in a masquerade mask. You can faintly hear the sounds of musicals of old being sung, whether by the ghost pokemon or by the ghosts of actors long passed is unsure. There is only one light flickering in the large hall. Ghosts type pokemon and pokemon related to sound thrive in this arena. A large chandelere hangs precariously over the battle field. If the is too much movement and damage to the surrounding, it may fall and cause up to 20-30 ??? type damage to all pokemon on the field.
 
Dropping a match with Solstice that never got posted in favour of this challenge:

2v2 doubles
Completely unevolved, non-single-stage mons only
0 recoveries/5 chills
2 day DQ
Arena: Protegas' Sanctuary
A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type. Over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.

At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
  • At least four enemy single-target moves
  • Three enemy single-target moves and at least two enemy multi-target moves
  • Two enemy single-target moves and four enemy multi-target moves
  • Six enemy moves, whether they are single-target, multi-target or a combination of the two
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.

Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A last pokemon standing will always receive Protegas' barrier at the start of a round except in a 1v1 matchup.

Dropping my spot in NJ's melee for this.

Switch=Call me Ishmael
Items ON
All Abilities
 
I need another multi battle...

1+1+1v1+1+1 triples (no positions)
NFEs only
3 day DQ
Arena: Arena Compendium All-stars

Arena Compendium All-stars is a simulation chamber with programmed arenas from the Arena Compendium. Each round is a different arena that is decided by the ref.

There isn't a lot to talk about this arena, just that it's basic form (which can be activated if the system is overloaded) is a bunch of blue panels that can be broken, and has no water source and bars all seismic activity. At the end of each round, the arena changes to whatever the ref wants (Ref has to say what it will be though) and the round goes as if it were that arena.

Lightwolf is bringing snacks
Darkamber chose items=off
Texas Cloverleaf chose abilities=all
Jasnumbers chose 1 recovery and 2 chills
Galladiator is bringing drinks

All places closed, please send teams to the ref.

Also, can the ref (ragnarokalex) please randomize the players on each team once the battle begins?

Since nothing came back from my last post, I'm in for that NJ, I refuse to decide the switch rules though................. Guess why....

Let's do this.

Items=Nope.

PM or get on IRC to decide synergized teams so we can WIIIIIN.

I want in (I technically only have 2 battles atm :3) All abilities. Is NFE meaning first stage or second allowed as well?

ill ref Njigglypuffs huge melee, PM me pokes once you guys have a 5th and 6th, altho i would prefer that everyone only send one poke to me so that we can move the match along that much faster.

I'll join in on NJs battle.

Lets say 1 Rec, 2 Chill
Repost with Galladiators drop
 
I cancel my acceptance of TDMO and Mewtwo's battles.

4x4 NFE singles
(no evolving mid or before battle)
3 days dq
4 chills/recoveries
Arena: Abandoned Opera Theater
Field Type: Dark/Ghost
Complexity: Moderate
Format: All
Restrictions:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Description: In an old abandoned theater inhabbited by many ghost and dark type pokemon. There are large marble pilars along all four walls, a grand stair case that features a large faded painting of a man in a masquerade mask. You can faintly hear the sounds of musicals of old being sung, whether by the ghost pokemon or by the ghosts of actors long passed is unsure. There is only one light flickering in the large hall. Ghosts type pokemon and pokemon related to sound thrive in this arena. A large chandelere hangs precariously over the battle field. If the is too much movement and damage to the surrounding, it may fall and cause up to 20-30 ??? type damage to all pokemon on the field.

Accepting

Switch=KO
Items=NO
Abilities=ONE
 
I wanna keep some fights going so i'mma send out a challenge.

I challenge Toast Tryant13, Flora, and Ragnarokalex to a two man free for all
you send 2 pokemon to the ref then fight whoever seems deadly.
Any mon
Any training items
All Abilites
Arena :Glowing Meadow

This arena consitsts of a very beautiful meadow with a river and nice bright sunlight, wispy clounds floating along on the gentle breeze that blows through here. The atmosphere here calms all pokemon making Taunt, any moves that confuse or attract. Also because of the bright sunlight and whatnot pokemon get healing (after each round all pokemon recover 7 hp). Chills work twice as well.

Ready to be lazy?
 
Icebug said:
2v2 Weakmon Singles
1 Day DQ, 2 Days Ref
1 Recover/4 chill
Accepter's Choice

If by "weakmons" you mean NFEs, you have a taker!

Switch=KO
Items=Training Items Only
Abilities=All

ARENA: Happyland
-- A 30m diameter circular grassland bordered by stained glass and a 1m deep moat of water. Digging is restricted to three times the height of the Dig user.
-- It is perpetually sunny here; the other three weather effects cannot happen.
-- Other than that, anything goes.

NOW, WE NEED A REF.
 
I haven't been active in ASB for ages.

3 vs 3 Doubles
3 Day DQ
2 Recovers / 5 Chills

Pokemon: I'll be using relatively strong (I hope) Pokemon.

Arena:

Arena: Shape-shifting Arena
Field Type: Varies
Complexity: Medium
Format: All

Restrictions: Varies.

Ref Instructions: At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.

The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:

Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.

Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.
 
I haven't been active in ASB for ages.

3 vs 3 Doubles
3 Day DQ
2 Recovers / 5 Chills

Pokemon: I'll be using relatively strong (I hope) Pokemon.

Arena:

Accepting, as long as it's FEs.
Items: On (As long as they are not consumed at the end of the battle)
Switch = OK
 
I've always wanted to do one of these, and I finally can, now that I have enough strongmons!

Open Challenge
6v6 FE Singles
2 Day DQ, ref gets 3
Arena:
Glacier Knight's Stony Pass
Field Type- Rock/Ground
Complexity- Moderate
Format- Single/Double
Restrictions- No water source

Stony Pass:
A simple yet strategic arena found in a area of many canyons and rocky structures. imagine two 100 feet long and wide arenas, circular shaped and steep cliffs raising 80 feet above the ground all around them. that is where the battlers begin! to get to each other is a simple task; just walk through the narrow chasm crevice that connects the two! it is 100 feet long , but only 4 feet wide! once inside, it seems as if you are trapped, but just keep going! and watch out if you opponent gets above you!

HINT: I might bring rockmons, and requesting switch=OK, and I don't have many items, so your call on that.
 
I haven't been active in ASB for ages.

3 vs 3 Doubles
3 Day DQ
2 Recovers / 5 Chills

Pokemon: I'll be using relatively strong (I hope) Pokemon.

Arena:
Arena: Shape-shifting Arena
Field Type: Varies
Complexity: Medium
Format: All

Restrictions: Varies.

Ref Instructions: At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.

The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:

Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.

Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.

Accepting, as long as it's FEs.
Items: On (As long as they are not consumed at the end of the battle)
Switch = OK

Dammit Arcanite! Why are matches your in so smooth to ref? PM those teams.
 
I wanna keep some fights going so i'mma send out a challenge.

I challenge Toast Tryant13, Flora, and Ragnarokalex to a two man free for all
you send 2 pokemon to the ref then fight whoever seems deadly.
Any mon
Any training items
All Abilites
Arena :Glowing Meadow

This arena consitsts of a very beautiful meadow with a river and nice bright sunlight, wispy clounds floating along on the gentle breeze that blows through here. The atmosphere here calms all pokemon making Taunt, any moves that confuse or attract. Also because of the bright sunlight and whatnot pokemon get healing (after each round all pokemon recover 7 hp). Chills work twice as well.

Ready to be lazy?

Accepting this
 
Galladiator and Objection, PM me your teams.

Also, I'm confirming my joining in the 1+1+1v1+1+1. I'll bring drinks, it's cool.
 
i need a fair battle for my noobish self...

1v1
beginners battle
all abilities
0 recovery moves/10 chills.

arena: the anesthetic plain- a place that calms the mind and soul, making special attacks do 1/2 damage because the user cant concentrate. in this valley, all moves with negative priority become nuetral (eg. -4 becomes 0). chills also heal 5 hp, and 2 extra energy. pokemon with regenerate heal +2 energy per chill. and the moves frustration, revenge, and payback cannot be used in this arena.
 
i need a fair battle for my noobish self...

1v1
beginners battle
all abilities
0 recovery moves/10 chills.

arena: the anesthetic plain- a place that calms the mind and soul, making special attacks do 1/2 damage because the user cant concentrate. in this valley, all moves with negative priority become nuetral (eg. -4 becomes 0). chills also heal 5 hp, and 2 extra energy. pokemon with regenerate heal +2 energy per chill. and the moves frustration, revenge, and payback cannot be used in this arena.

Accepting TDMO.

Switch=Magical Unicorn flying on a rainbow.
Items=Nah
Abilites=All

Reffing this, PM me your teams.
 
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